Hi Wolfrug. Thank you very much! It seems to work, yes but since the mission is from OFP, I firstly became some errors because of missing addons. Then I made some adjustments in the mission.sqm (replaced OFP units with ArmA units such as M60, etc.) and then the misison loaded.
But the problem is that the whole "event"
takes place offshore, some kilometers away from Rahmadi, I only can see the borders of these huge triggers, the rest is not visible on the map. But at least the thing worked, I hit preview and oohh... A beautiful unsteady cam!
Even though all units are swimming...
But so far so good! I tried to change some parameters and that worked too.
But it's quiet hard to work with the script in a whole because it all is not visible on the map (triggers, game logic, etc...).
Thx, buddy!! Good to know that there are still some good ol' cases where one can dig in and find such great things!
Edit:
Ok, I'm trying to put this in my cutscene now.
the game logic "gl_cam" is just the place, where the camera starts, right?
"Target" is clear for me, but so far I have a problem with it: The cam does only target the ground at the target. The first target is the sniper on the platform, do you remember? But the camera doesn't target him, but the ground below. Same for other targets.
So I tried to insert a coordinate (with height) in the exec command instead of the name of the target.
[gl_cam, [97462.38,-8472.14,-36442.95], 0.1, 0.05] exec "scripts\BEDG_shakycam.sqs"
instead of
[gl_cam, sniperbase, 0.1, 0.05] exec "scripts\BEDG_shakycam.sqs"
but this returns a error to me. Is there another way to make the shaky camera target the target, when this is situated some meters above the ground?
Edit 2:
Just a small addittion to the thing with the targeting the ground:
I increased
_setup in Bedges' script from
0.12 + (random 0.2) to
0.5 + (random 0.2) so the movement of the shaking is slower now and what the heck, the camera firstly really
does target the target properly, but right after targeting it, it moves down to the floor.